My office of research sent me this invitation last semester: ORSP is wondering if you would be interested in presenting at our Forum this spring. This is an opportunity for faculty or staff to present on their ongoing research/scholarly/creative activity to a broad segment of the university community. Presentations are 20 minutes to half an […]

We were curious if we could incorporate cel-shading into Unity. Yes, it can be incorporated pretty easily by: Importing the Toon Shading package. Going to all Mesh Renderer components and switching the material to one of the four toon materials that we imported. Applying toon material to terrain took some searching, as the terrain shader […]

I’m glad I’m not the only one trying to hook up Unity and Android. I’ve found the follow links helpful in our project: General Unity/Android documentation Comprehensive example of a custom Unity plugin How Unity handles custom resource IDs (another) How to overlay a custom view on the Unity player How to change the text size […]

Previously I integrated Android with Unity by having Unity poll methods I defined in Java. We used reflection to pull out the activity object and invoked my custom methods on it. Today I looked into going in reverse: can I call Unity methods from Android? It turns out to be pretty simple. I first made […]

The Unity documentation on building custom Android plugins is terse, but it does tell me how to package up my Java classes and manifest and bundled them in to my Unity project: The resulting .class file(s) should be compressed into a .jar file and placed in the Assets->Plugins->Android folder. Since the manifest dictates which activity to launch it is […]

Having learned how to integrate my Android code and resources with Unity, I went looking for a way to simplify the migration of my files to my Unity project. (I found repeatedly exporting a JAR and copying over the manifest and resource directories painful.) The result was this Ant script, which drops the class files, […]

Lots of questions about Android projects asked and answered. Nice work, team! Set up PocketSphinx and get the demo app going. Folks have gotten it to work on Windows, but Linux makes it so much easier. (Di) Integrate asset copying code into demo. (Chris) Figure out license. (Chris!) Build a simple rig to test in […]

Following the PocketSphinx Android instructions left me with a demo that did more than I wanted and I didn’t really understand. I pruned away it to simplify it and eliminate the step where I had to copy over the model files with adb. Now, I put the model in my project’s assets directory and mirror that […]

PocketSphinx depends on some files to get its job done. The HOWTO assumes you push those files over manually. We’d rather bundle them with our app as resources or assets. Assets have the advantage of retaining their directory structure, so we prefer to use them. However, assets don’t have a path to their location on […]

Looked at last year’s results. Worked, but not on all devices. Syncing animation (exported from Flash as a movie) and Android MediaPlayer no phone. This go around: Unity. Resolve license questions. (Chris) Build first Android app. (Di, Mike) Explore character rigging. (Mike) Document PocketSphinx process. (Chris) Student Research Day is different this year. More than […]